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: It's nice that you're spending so much time working out what kind of culture
: has grown up on Venezia, but you're pretty much in danger of falling into
: the same trap that Halo 4 fell into, where the background setpieces are
: nice to look at, but the area you're fighting through is boring.
: So, if you're spending so much time on the roofs of these skyscrapers, are we
: going to be doing any fighting up there?
: Anyhow, not sure where you're going with the tele-abducting, but I'm going to
: caution you to tread carefully. Teleportation is a right pain to balance
: lorewise. =P
: Is there a reason why it's different from the teleportation we've seen in the
: Halo trilogy and in Halo: Reach.
I was hesitant to introduce teleporting in this manner, but in the end I felt that it worked. There are reasons for its existence and the form it takes, all of them well thought through. Hopefully everyone will feel that way once I get around to explaining a little more. :)
Your caution on spending too much time on the details is received and understood. It's one of the things I've struggled with for everything I've worked on... I do get too detail obsessed, and I'm trying to overcome that while working on this project. But yes, there will be plenty of rooftop engagements, otherwise I wouldn't be spending quite so much time there. I'm not only focusing on decorating the environment, but on using those decorations as cover from specific lines-of-sight. Next time I'll try to focus on explaining some of that reasoning a little more. :)
Appreciate the feedback.